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(4 edits) (+1)

TLDR:
The devs on this game f*ckin' cooked, and their product was 99% pure. 10/10 would recommend.


A little confused about getting past the main screen until I slapped my keyboard a bunch.

Really interesting take on platformers, also interesting the devs chose z, x, and c for the controls.

Level 4's sword was hidden for me, I had to spam x while walking around.

Creative idea of switching the controls when using the mace. I had to keep fighting the urge to press the up arrow to jump, maybe also having some ducking mechanics would've been cool.

The sword was hidden again for me on level 9 so I had to spam x while walking around to grab it, seems to show every time after resetting though, level 9's difficulty definitely ramped it up a bit but really good use of the mechanics at play, really impressed.

The colliders for the spikes on level 10 were pretty brutal/unforgiving and the sword was also hidden again.

Level 12 had me stumped for a bit but again another interesting use of the mechanics the devs put in there.

Level 13 was a tricky one too but once you pay attention to the name it makes sense.

Touching on the spike collider issue again if I walk close i'm fine but the moment I jump up and land (on the same spot) it kills me.

On Level 14 it wasn't obvious that I could hit the center object the way the devs expected so I tried everything else several times first.

Level 15 was clean.

Level 16 was pretty easy for me because I had tried a move like this earlier with the pit level maybe switching the order of these maps would be good to make sure the increase in difficulty level is consistent.

Maybe adding a bit of a difficulty spike to the witch and creating a 2nd/3rd stage to the fight would make it crazier.

All around the devs on this game f*ckin' cooked, and their product was 99% pure. 10/10 would recommend.

(+1)

Thanks for the kind words! I knew of some bugs pretty early but the sword being hidden is a new one for me. I think that it's caused by the sword's variable tracking whether it's in a slot is switched to True, but I'm not sure what would cause that. Level 14 has definitely shown itself to be a problem child and will get redesigned in a post-jam update. Reversing the level order on 14 and 16 is a good idea, I'll keep it in mind. The witch being so easy is partially because of a feature I intended to be part of the boss was not implemented yet, but I'll probably add it in in the post-jam update. Thanks for the feedback, it's super helpful!